
LiliArch
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Posts posted by LiliArch
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I have no idea. But unless that console being invisible causes a game-breaking issue, these things are cosmetical (and seriously, a problem in BoS:SR itself, that need to be fixed).Okay, so does that mean that there's no direct compatibility issues with K1R, then?
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I'd also suggest that, if you end up renaming the model, you'll hex-edit the model name in the model file, also... otherwise, you'll get some reeeeally weird issues, if you have, on the same scene, one character wearing the pmbmm model and another character wearing the re-named pmbmm model.
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BoS:SR indeed has some crazy appearance issues due to certain missing pieces in the installer. It should appear correctly, if you install it *first*, but if you install it after a mod that adds appearances, those certain pieces go wrong.
At least for characters. Those placeable issues I haven't noticed. Guess that part needs re-checking.
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There seems to be a lot of files from the original BOS that are not used anymore, but they're still in there.
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The "non-canon footlocker" that opens with the "non-canon key"?
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If it can't be a Force-user, and it can't be a non-Force-user, what remains?
I wouldn't call that Jedi Temple's original quest much of a quest, really. Unless we're talking here about some other mod that I believe.
But if Coruscant is expanded outside the temple, it would definitely need a night club. What is Coruscant without nightclubs? And a swoop track, if possible... if you can ride swoops in Coruscant. I'm not sure how it goes.
As long as the translator is good, too.Hes German but i think translating wont be a problem.
I really need to stop reading this topic. I like where it is going a bit too much.
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Do you have a KotOR Collection, then? It adds the registry entry for only one of the two games, though I can't remember if it was K1 or TSL. Had to modify the registry manually for the another one.
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If not a computer, at least give him a sonic screwdriver and a Doctor Who quote.
"Allons-y!" That would be a classic, no?
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Well... if it would be possible to fix EH the same way or not depens on what kind of "bad lightmapping" it is there. If it is "screwed texture" sort of issue, it definitely is possible. If it is "this node does not have lightmapping attached" sort of issue, that seems to be the case at least in certain pieces of Goto's Yacht, it would require a heavy editing of the model. I'm not saying it would be impossible... but it definitely would be more difficult.
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Did you, by any chance, use saves that have been made while you have had other mods installed?
And, completely deleted the TSL folder before reinstalling it?
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My bet would be "bad lightmapping" - or at least it looks exactly like such.
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It worked fine for me, so the quest itself doesn't seem to be broken. Just for the record for the team.
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Actually, it pops up on Google. Just remember to put "gamefront" in your search string. So, instead of searching "brotherhood of shadow solomon's revenge", search "brotherhood of shadow solomon's revenge gamefront".
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Is there a reason for the "Click here to download this file" link to throw an error instead of the download page?
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V1 looks best for me, too. And also, as a sidenote: That grass looks pretty awesome!
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Try renaming your "Movies" folder to something else (like, say, "original_movies") and creating a new Movies folder that is empty.
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It does not. I have some perfectly square cubemaps working perfectly fine, without any crashes at all. Actually, I had to scale all of the cubemaps in the game to appear in my system (the dimensions must be powers of two to show up). My guess is the engine simply divides the height by 6. The ratio doesn't matter.I assume the code depends on height / width == 6 there as well, and that would explain the crash Jorak Uln had when trying that with a square TGA.
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I don't know about the techy part, but the .txi with "cube 1" with the .tga with the same name seems to work fine in my game, at least. Just check how Darth_Sapiens did it.
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Having a lava planet viewed at Manaan hotel windows would look really odd indeed.
And I, for some reason, like the Mass Effect style more. Don't ask me why.
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And just to clarify, as nobody seems to have said that - the animation number in the script is the number of the row in animations.2da. You don't just need to test what looks like the one you're seeking - you can check the 2da.
Even if it is listed in nwscript.nss.
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I have heard that you should be able to set a different cubemap for every colour variant, but I haven't had that to work, either. So, you could try taking the 1st colour variant of the clothing (it needs to be the texture that is set in the model, for example "PMBI01") and give the .txi with the "envmapbexture mycube" to it.
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A disguise overrides any equipped items. Like using the sandpeople disguise in K1. That's why I decided to try replacing it altogether.
Interesting, I didn't know that. Thanks for the info.
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Also the dialogue at Lower City of Taris where the Beks and Vulkars fight when you enter there for the first time.
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If you can decompile the script where it sets the disguise to the dummy character in the medbay, you could probably edit it to spawn the headgear to the character there. I think.
And another note, I don't think that the
else { }
piece of code in the end of the script is required. The one that's empty, you know. If the "if" doesn't match, it simply does nothing, right?
Compatibility with Brotherhood of Shadow: Solomon's Revenge
in KotOR1 Restoration (K1R)
Posted
Unnecessary, of course. My point was (supposed to be) that these issues would happen with all mods that affect appearance.2da and/or placeables.2da (though the actual appearances that those characters/placeables take depend on what other mods are installed and in what order), not only with K1R.
Anyway, me and FS are tracking the missing pieces from the installer.